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User:Leifon/Leifon's Alchemy Guide

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Opening Statement

(Nothing notable to update the guide: 3/24/15)

After reading a few other alchemy guides I find they’re too general or fluffy. Alchemy in a sense is fighting with numbers, set numbers that are mainly affected by your gear, your skill ranks, and as of the enlightenment update, your HP/MP/STAM also boosts alchemy! Different speeds and strengths happen at different ranks, and so the reader must know this!

First by reading this guide I am not telling you a build to follow but only giving you an idea or a recommendation.

Second by reading this guide I believe that you’re interested in Alchemy and I’ll do my best to answer your questions.

Introduction to Alchemy

Alchemy is a very powerful skill set, but it requires a massive amount of AP before you see a return on it. Many starting alchemists have trouble with alchemy just because it is EXTREMELY weak at the beginning. Alchemy requires a lot of time and effort, for all the veterans who have seen Alchemy do ridiculous amounts of damage, It’s only because people work hard for it with enchants and gear.


Alchemy and You

Like I’ve stated previously Alchemy Is Not Easy to Start with, regardless if people tell you if it’s easy mode or not. A new player who has just started Mabinogi will have plenty of trouble with Alchemy at first, solely because Alchemy is Slow at the Start. However by persevering and sticking to Alchemy you will be rewarded for how quick and powerful It can be.

It currently costs 5195 AP to max out the Alchemy tab, so choose your skills wisely!

What about the Alchemy Changes in Enlightenment?

With the update that we've received it allowed alchemy to scale in the late(end?) game. Alchemy without high amounts of hp/mp/stam will still be doing the same damage they did before without it. Just that having absurd amounts (up to a cap of 1,500) allows alchemists something to work for after they max out their skills and desire to slowly work their damage up. As an aspiring alchemist I'd say don't focus on it right now or you'll be spending your ap outside of the ap heavy skill set.

Alchemy Skills

Basic Alchemy

Key Note: Alchemy itself also shows a significant change at rank 9 and rank 5, keep that in mind when determining your own builds.

Water Cannon.png

Water Cannon


  • Element: Water (Ice)
  • Loading Speed: 1s
  • Crystal Required: 1 Water Crystal
  • Number of hits: 1
  • Required AP total: (31, 62, 152) at (r9, r5, r1, respectively)
  • Affected by Evasion?: Yes
  • Scales off 30% of your remaining MP

Description: A very fast skill that’s considered a staple in Alchemy, It can also be considered the Ice version of Firebolt. The closer you are to the target, the higher your damage will be and that you'll be given an assured knockback. while the farther away you are the less damage you will deal and you will not knockback the target but only stun them for a short moment. The main drawback of water cannon is that after firing it many times in a row you’ll notice a high usage of stamina in exchange for speed and damage. Alchemists specializing in water may deal more damage in rapid succession than Flame burst.


Flame Burst.png

Flame Burst


  • Element: Fire
  • Loading Speed: (1.5, 1.4, 1.2)s
  • Crystal Required: 1 Fire Crystal
  • Number of hits: 3 until Rank 5, 4 at Rank 5, 5 at Rank 1
  • Required AP total: (40,85,160)
  • Affected by Evasion?: No
  • Scales off 8% of your remaining HP

Description: A powerful skill considered one of the strongest Alchemy skills, It is an COE(Cone of Effect) attack in front of you. Flame Burst attacks multiple times and ignores Protection when calculating critical hits. When in use you stand still and let loose flames in front of you. You can also cancel the attack in the middle of it to end Flame Burst early. Alchemists specialized in Fire WILL POTENTIALLY deal the MOST damage if they are able to land all 5 critical hits(or even one or two critical). However in terms of speed Flame Burst lags behind Water Cannon by just a bit.

Additional Note: When you have Flame Burst loaded, unlike other alchemy skills you have to manually cancel it before you can load another one. Example: Load Water Cannon then Flame Burst, but you can't load Flame Burst then Water cannon without Manually cancelling it.


Wind Blast.png

Wind Blast


  • Element: Wind (Lightning)
  • Loading Speed: 0
  • Crystal Required: 1 Wind Crystal
  • Number of hits: 1
  • Required AP total: (31, 62, 107)
  • Affected by Evasion?: Yes
  • Cooldown : 7s
  • Scales off 25% of your remaining Stamina

Description: A very fast loading skill that can get you out of tricky situations by launching your target far away(Keep in mind the closer your target is to you, then they may be in “Gale” range and be launched farther back than usual). For newbie alchemists I highly recommend you to at least have rank F of this skill. Just having it can potentially rescue you from being hit. Because of a shorter load time than water cannon, and the fact that it pushes enemies far away from you can give you just that small amount of time you need to save yourself or others. Many alchemists neglect wind blast, but it shouldn’t be something you should ignore using.

Tip: Wind Blast is among the few skills that you can load while knocked down.


Sand Burst.png

Sand Burst


  • Element: Clay(Non-elemental)
  • Loading Speed: 0
  • Crystal Required: 1 Earth Crystal per Load
  • Number of hits: 1
  • Required AP total: (31,62,117)
  • Affected by Evasion?: Yes
  • Cooldown : 3s
  • Scales off 10% of your remaining stamina

Description: Since the Enlightenment(And Vate) Update(s) Sandburst gained a massive improvement in usage. By having near-instant loading speed, and the ability to blind any enemy regardless of their combat power AND dropping their aggro. Sandburst is incredibly useful in building up the Elemental Wave Orbs, Building up Heat Buster Charges, and Reducing multiaggro.


Chain Cylinder.png

Chain Cylinder


  • Loading Speed: Dependant on the Water Cannon & Flame Burst
  • Number of Hits: Dependant on Water Cannon & Flame Burst
  • Required AP total: (3 at rank F, 33 at rank A, 75 at rank 6)
  • Number of Extra Charges: 2 at rank F, 3 at rank A, 4 at rank 6)
  • Cooldown varies on Rank

Description: This skill used to activate at a set chance, now it always activates but has a cooldown. At higher ranks you can load in more crystals at once.

Intermediate Alchemy

This is Alchemy which I consider a nice addition with the basics. These skills work well in a supporting role or covering your own weaknesses as an Alchemist.


Summon Golem.png

Summon Golem


  • Element: Clay
  • Loading Speed: 3s
  • Golem Duration: 2 Minutes ~ 6 Minutes dependant on golem rank, clay alchemy and alchemy mastery.
  • Magic golems may last around 21~ 26 Minutes
  • Crystal Required: 5 Clay,Fire,Water,Wind
  • Golem Active Skills: Smash, Stomp, Defense, Windmill, Rest
  • Required AP total: (37,99,201)
  • Elemental Wave and Guard Cylinders provide extra bonuses to golems! Explained further in the Elemental Wave section

Description: Golems are remote controlled by the player and can be used in combat as a melee combatant. When using a golem the user will be unable to move or speak, and can only control the golem. The golem is unable to recover Stamina or HP. Golem size increases based on Alchemy Mastery and Earth Alchemy Mastery both of these also affect all golem stats.

  • Elemental Wave Bonus: You are able to summon a shadow golem, and with the golem interface it has access to taunt!


And when you summon a golem with a guard cylinder + cylinder equipped (or switch weapons to it) you gain the new golem interface. I won't be going into much detail but give it a try!

Heat Buster.png

Heat Buster


  • Element: Fire
  • Loading Speed: .6s
  • Crystal Required: 5 Fire Crystals
  • Number of hits: 1
  • Required AP total: (99,252,392)
  • Affected by Evasion?: No
  • Scales off of 45% of your remaining Stamina

Description: A very fast loading skill that delivers a very strong hit. However there is a catch, you must use 4 offensive alchemy skills before Heat buster activates. Skills such as, Flame Burst and Water cannon, provides additional counts toward Heat buster with higher load counts.

  • Elemental Wave Bonus : Heat Buster Hits 3 times, which also splashes for each heat buster, and damage goes up according to the skill rank of elemental wave.

As of the Vate update Elemental Wave provides bonuses for Heat Buster


Frozen Blast.png

Frozen Blast


  • Element: Wind and Water (Ice)
  • Crystal Required: 2 Water Crystals, 1 Wind
  • Loading Speed: Instant
  • Number of hits 1:
  • Required AP total: (85,192,347)
  • Freeze Duration: (8,10,12,15) – (Pre r9, r9,r5,r1)
  • Affected by Evasion?: No
  • Scales off of 6% of your remaining Stamina
  • Boosted by Elemental Wave!

Description: Frozen Blast Is shot in a cone in front of you and does a bit of damage. Enemies are Frozen and their defense and protection is reduced, all attacks made on the enemies will not let them retaliate.

  • Elemental Wave Bonus: The Degree Range of Frozen Blast becomes 360 Degrees


Mana Crystallization.png

Mana Crystalization


  • Element: No Element
  • Loading Speed: Dependent on the Advanced Magic Crystal
  • Fireball: 11.5s before rank 5, 7.5s at rank 5, 7s at rank 1
  • Thunder: (11,7,6.5)s
  • Ice Spear: (8.5, 6.5, 5)s
  • Number of hits: Dependent on the Advanced Magic Crystal
  • Required AP total: (57,125,227)

Description: Mana Crystalization is more of a production skill, but allows you the use of Advanced Magic Crystals; These crystals are borrowed from the spells Thunder, Ice Spear, and Fireball. To create one you either need to have learned these skills yourself or get the assistance of someone who does. What makes Advanced Magic Crystals special is that the spells they borrow from actually do not have an element, so you can use fireball on a fire-type enemy. However all advanced magic crystals DO NOT DEAL CRITICAL DAMAGE even if you hear it critical, but you still do gain training for critical hit.

Crafting: Early levels of crafting advanced magic crystals have a very low success rate, and increasing the success rate is dependent on titles, enchants, alchemy mastery, and transmutation mastery.

To create any of the respective Adv. Magic Crystals you need the spell, so start casting the spell in front of a steam oven, and place a crystal of the respective element into the steam oven.

IF you have a party member, allow them to cast the spell first, then you place the crystal in and request a cast from them. However they must be 5 Charge Spells


Barrier Spikes.png

Barrier Spikes


  • Element: Clay
  • Crystal Required: 5 Earth Crystal
  • Loading Speed: 2s
  • Barrier Advantage:
    • No attacks pass through – pre-Rank 9
    • Barrier reflects damage- rank 9
    • Only you and your party members can use ranged attacks through the spikes – rank 5
  • Amount of Barrier Spikes: 2 at rank C, 3 at rank 7, 4 at rank 1
  • Scales off 15% of your remaining health, for the reflective damage

Description: Barrier Spikes are extremely useful at keeping you safe and still allowing you to use ranged attacks, which includes all the bolt spells, all the advanced spells, all bow/crossbow/throwing attacks, Water Cannon, Sand Burst, Wind Blast, Heat Buster, Life Drain, and Shock. Setting up Barrier spikes is an incredibly useful support skill at buying you and your party members time and keeping you safe.


Advanced Alchemy

This is Alchemy which I consider extremely useful for what they can do, and the amount of "alchemy" elements involved.


Life Drain.png

Life Drain


  • Element: All (Fire, Water(Ice), Clay, Wind(Lightning))
  • Crystal Required: 2 Clay, 1 Water, 1 Wind , & 1 Fire
  • Loading Speed: Approx. 1.5s
  • Number of Hits: 1 (The knockback at the end)
  • Required AP total: (72, 146, 328)
  • Drain Duration (How long your drain lasts): (3, 2, 1.5 seconds) The lower the time, the faster the drain.
  • Scales off of 35% of your MISSING hp
  • Boosted by Elemental Wave!

Description: This skill is exactly how it sounds, you are able to drain life IF YOU’RE DAMAGED. What makes this skill very powerful is that it ignores passive defenses, protection, and defenses. However Mana shield can still block the knockback at the end, it cannot block the drain. Normally this skill seems a bit situation but it has many uses for dealing a massive amount of unblockable damage and it also has a trick of its own that it shares with wind blast.(See tips and tricks section)

  • Elemental Wave Bonus: Higher Drain Rate, and Higher Final Damage


Shock.png

Shock


  • Element: Fire and Wind(Lightning)
  • Crystal Required: 1 Fire 2 Wind
  • Loading Speed: 2.0s
  • Cooldown: 1 Minute upon activation
  • Number of Hits: Varies upon duration, and enemies within range, attacks every 2 seconds
  • Duration & Radius : 5 seconds at novice rank, a radius of 300
  • 15 seconds from rank F to rank A, a radius of 500
  • 20 seconds from rank 9 to rank 6, a radius of 600
  • 25 seconds from rank 5 to rank 2, a radius of 700
  • 30 seconds at rank 1, a radius of 800
  • Stun Time: 1 second at all ranks except for rank 1, which stuns for 1.5 seconds.
  • Required AP total: (81,230,448)
  • Scales off of 35% of your remaining Mana
  • Boosted by Elemental Wave!

Description: This skill used to be a bit hard to obtain but as of Generation 15 it is a bit easier. This skill may be considered one of the best Alchemy skills just because of how useful it is. This skill acts more like a buff, by using it on a target it will damage enemies in an AOE around them for a moment. Shock is both offensive and defensive, such as if you had an ally that was surrounded you can shock them to buy them some time. Or if you’re running lower difficulty missions and dungeons, you can shock yourself and breeze through them with ease.

Additional Notes: Shock cannot critical hit and Shock damage is not increased with enchants. However Shock damage can be improved with Alchemy Mastery, Fire Alchemy and Wind Alchemy.

  • Elemental Wave Bonus: Shock Range Increases, and gains additional damage.


Rain Casting.png

Rain Casting


  • Element: Wind(Lightning), Water(Ice), and Clay
  • Crystal Required: 3 Water 1 Wind
  • Loading Speed: 10s
  • Cooldown: 2 Minutes
  • Duration: Increases by 5s at every rank, ending with 90 seconds at rank 1

Description: Rain Casting is very useful when using any production skills including alchemy. At all ranks starting from rank F it simulates the rain effect when producing. At rank 1 it simulates the thunder effect as well as causing lightning bolts to drop down for some light damage and stun time against enemies.

Additional Notes: This skill boosts Water cannon damage while it’s raining, but it’s a little situational. At rank 1, Rain casting prevents aggro for any mobs under it, but don't use shock with it.


Elemental Wave.png

Elemental Wave


  • Loading Speed : 0
  • Cooldown : Based on your Alchemy Orbs
  • Required AP: r1 -> 375
  • REQUIRES A GUARD CYLINDER TO ACTIVATE
  • Heat Buster, Shock, Life Drain, Summon Golem, and Frozen Blast are all affected by this skill.
  • Heat Buster gains additional damage and hits 3 times
  • Shock gains additional range and damage
  • Summon Golem and becomes a Shadow Golem which gains additional hp/defense/protection/atk and the ability to taunt
  • Life Drain gains additional drain and knockback damage
  • Frozen Blast gains near 100% freezing rate and is in a full 360 degree AOE around you.
  • As the orbs are charged to over 50% each Alchemy Passive gives you a boost to your HP/MP/STAM/and Cooldowns (Fire,Water,Clay,Wind Respectively)

Description : This skill is the butter to all your alchemy and gives purpose to using the other utility skills. To Activate Elemental Wave you must have all 4 Alchemy Orbs at 100% or Activate Golden Time. I'm not going into more detail into each amount that each skill gives, but Elemental Wave is incredibly useful even if its not ranked, just for the extra effects it gives to the intermediate and advanced alchemy skills.


Golden Time.png

Golden Time


  • All Elemental Wave Alchemy Orbs to 100%
  • Cooldown : 5~3 Minutes (rF ~ r1 respectively)
  • Required AP : 285
  • REQUIRES A GUARD CYLINDER TO ACTIVATE

Description : Just as you would think, it only sets all your elemental wave orbs to max so you can activate Elemental wave on command.


Hydra Transmutation.png

Hydra Transmutation


  • Element: Neutral?
  • Crystal Required: 5 Clay
  • Loading Speed: 3s
  • Number of Hits: Every 3s?
  • Duration : 15~30s (rF~r1 and +20 Seconds with the Master Title)
  • Required AP total: 329
  • REQUIRES A GUARD CYLINDER TO ACTIVATE

Description : An interesting new offensive skill, Once you summon it, the hydras are stationary and expel poison just like the cerebus statues in Tara Castle. The Hydras gradually get stronger the longer they are out and eventually caps out in damage after 5 Hits.

Production Alchemy

Synthesis.png

Synthesis


  • As you continually rank this skill your random synthesis rates will increase.
    • It takes a minimum of 3 items to do random synthesis, unless you are using equipment.
  • Example 1: Fire Crystal, Stamina 30 Potion, Green Herb
    • This works because all 3 are different items
  • Example 2: Fire Crystal, Fire Crystal, Water crystal
    • This doesn’t work because the Fire Crystals are stackable
  • Example 3: Gathering Knife, Gathering Knife, Gathering Knife
    • This works because all 3 items are a piece of equiptment. This example is also a training method for synthing a weapon and gaining a weapon with different stats.

The most notable reason to raise Synthesis is the use of Arat crystals Most Notably used for often in the "Dorren's Request" shadow mission


Fragmentation.png

Fragmentation


  • This skill allows you to break down already crafted production goods into their base forms. Fragmentation cannot break Alchemy Crystals or Equipment.
  • For most of the potions you will get either a base herb or blue/yellow/red herb back.
  • For completed goods such as common silk and common cloth, you may or may not get all the materials back, but you may get some.
  • For other goods such as paper cranes or leather straps, you require two of the product to return back what it costs to make 1. 2 paper cranes fragments into 1 paper, 2 leather straps fragment into 1 leather.


Metal Conversion.png

Metal Conversion


  • This skill is very useful for refining
  • It allows you to convert Unknown Ore -> Iron Ore -> Copper Ore-> Silver Ore -> Gold Ore-> Mythril Ore.
  • However there is always a catch to this; Just starting out with Metal conversion requires you to have 5 of what you’re converting to make even 1 of what you’re converting to.\
  • Example 1: 5 Iron Ingots -> 1 Copper Ingot
    • Incredibly Inefficient at first, but as you continually rank up you’ll consume less when producing.
  • Eventually instead of a 5 to 1 ratio, you’ll have a 2 to 1 ratio at rank 1.
  • Training this skill alongside refining and metallurgy will make it a bit easier.


Alchemy Passives

Alchemy Mastery.png

Alchemy Mastery


One of the most important skills you’ll have as an Alchemist. It raises alchemy efficiency by 1% per rank; which means 1% more(per rank) during production and offensive alchemy. The only one that’s different is fragmentation which only has a 7% bonus at rank 1 Alchemy Mastery. I suggest raising this whenever you can while you raise other skills.

Fire Alchemy.png

Fire Alchemy


Water Alchemy.png

Water Alchemy


Wind Alchemy.png

Wind Alchemy


Earth Alchemy Mastery.png

Earth Alchemy Mastery


At rank 1 they increase their respective elemental efficiency by 10%. For newbie Alchemists I recommend not ranking any of these skills until you have your basics down, because every Ability Point is important.


Transmutation.png

Transmutation


Gives a 10% success rate increase for production alchemy, it also boosts the quality of crystals you make with Mana Crystalization by 15% allowing you to make higher ranked crystals easily. Guard Cylinder Mastery

The Newest Passive to Alchemists, it improves alchemy damage by a base number instead of a percentage, but only if you are equipped with a cylinder, otherwise you take a penalty instead.

Equipment - Weapons

Cylinder: The most basic weapon for Alchemists, there are no positives or negatives for using this.

Wind Cylinder: Boosts Wind Alchemy by 18% but reduces effectiveness of every other types by 6%

Water Cylinder: Boosts Water Alchemy by 15% but reduces effectiveness of every other type by 5%

Fire Cylinder: Boosts Fire Alchemy by 15% but reduces effectiveness of every other type by 5%

Earth Cylinder: Boosts Earth Alchemy Mastery by 9% but reduces the effectiveness of other types by 3%




Hurricane Cylinder: Boosts Wind Alchemy by 36% but reduces effectiveness of every other type by 12%

Tidal Wave Cylinder: Boosts Water Alchemy by 30% but reduces effectiveness of every other type by 10%

Volcano Cylinder: Boosts Fire Alchemy by 30% but reduces effectiveness of every other type by 10%

Earthquake Cylinder: Boosts Earth Alchemy Mastery by 18% but reduces the effectiveness of every other type by 6%




Demonic Abyss Cylinder Boosts Water Alchemy by 36% but reduces the effectiveness of every other type by 12%

  • Warning, You need to be a Master Battle Alchemist to equip this.

Demonic Hellfire Cylinder Boosts Fire Alchemy by 36% but reduces the effectiveness of every other type by 12%

  • Warning, You need to be a Master Battle Alchemist to equip this.




Roll Cake Cylinder: This is a reskin of a normal cylinder.

Fomor Volcano Cylinder / Fomor Tidal Wave Cylinder: These are exactly like the ones above except they cannot be special upgraded

Guard Cylinder: These are used for the bonus gained from guard cylinder mastery, and for used with golden time, elemental wave and hydra transmutation

Rebis Guard Cylinder: These are just like the normal guard cylinders except slightly better in their upgrade path.

Equipment- Armors

Cressida Set: Completing 10 in either Flame Burst, Water cannon or Life drain will give you a 15% boost in damage for the one you’ve completed.

  • Additional Note: The 15% boost for life drain is only knockback damage

Flamerider Set: Having the suit and shoes will give you a boost in flame burst.

Notable titles and title usage

the Chain Cylinder Master

  • +40 Stamina
  • -1s Chain Cylinder Cooldown
  • -10 Mana

As of the Enlightenment update, this title is ALRIGHT compared to before, but its not a bad title for up and coming alchemists.

the Royal Alchemist

  • +1% Crystal Making Success Rate
  • +1% Synthesis Success Rate
  • +1% Fragmentation Success Rate
  • +15 Water Alchemy Damage
  • +5 Fire Alchemy Damage

This title is fantastic for water alchemists because of that extra 5 boost. This title is also great because of the Royal Alchemist set which is nice to have especially when you do not have your own alchemy set yet.

the Alchemy Master

  • +3% Crystal Success Rates
  • +10 Water Alchemy Damage
  • +10 Fire Alchemy Damage
  • +10 Wind Alchemy Damage

This title is still very good but with the Vate update other titles are comparable.

the Master of Heat Buster

  • +20 Stamina
  • +20 Will
  • +20 Dex
  • +10% Heat Buster Damage
  • -20 Mana

This is a title I personally love to use ever since the Vates update. Along with the damage bonus from Elemental Wave, and the 3 hits gained from it, the additional damage is a welcome boost.

The Elemental Wave Master

  • +30 HP
  • +30 Stam
  • +30 MP
  • +20% Attribute Bonus

Now what I mean by attribute bonus is when Water Cannon gives 20% to your orbs, with the title on you now gain about 24%. The title itself isn't that bad, but if you do like abusing elemental wave earlier, then it's a title that you should try on.

The Golden Time Master

  • +3% Critical Hit Rate
  • +10 Alchemy Damage (Comparable to Alchemy Master)
  • Duration of Golden Time is increased to 1 Minute

If you find getting the Alchemy Master title too tedious, try going for the golden time master title because the damage boost is equal to the alchemy master title. Otherwise the duration increase isn't too very useful.

The Hydra Transmutation Master

  • +3% Critical
  • +10 Clay Damage
  • +20s to Hydra Duration

Now this is a title that everyone has been creaming about since the Update. In my opinion there are the other titles you can equip, however in certain situation this title is incredibly awesome (Offering Circles, Provocation, Small Areas, Certain Bosses) and that it only allows a 10 second downtime between Hydras.


The (Wind/Fire/Clay/Water) Alchemist

  • +10% (Wind/Fire/Clay/Water) Alchemy Efficiency

I know there are other stats that go along with these 4 titles, but these titles are absolutely horrid. First of all by +10% (Wind/Fire/Clay/Water) Alchemy Efficiency, they mean the skill itself. so in the end you're only getting a 1% boost out of it. Example 1: +10% Fire Alchemy Efficiency of the Fire Alchemy Skill will only give you 11% Fire Alchemy Boost.

I highly recommend you to use the Chain Cylinder Master title instead of these 4, but these titles do sound cool so use them if you so desire.

the Barrier Spikes master

  • +12 Protection
  • -40 Will
  • -20 Luck

I know theres a few of you that are not full alchemists, but would like to know a useful title. This is one of them for the massive amount of protection you receive.

Wind Blast Master

  • 15% Enemy Knockback Distance
  • +15 Stamina

Quite a fun title if you're using it with a Hurricane Cylinder.

the Mana Crystalization Master

  • +60 Mana
  • -10 Stamina
  • -10 HP

Many mages go for Mana Crystalization just for the massive mana bonus this title gives.

the Shock Master

  • +15 Max Damage

A flat Max damage increase, although it DOES NOT boost shock damage.

Alchemy Enchants

First this section will be sorted by damage enchants, then supporting/notable enchants.

Water Alchemy Enchants

Moist – Rank 6 Prefix for Cylinders (Enchant Enabled Rank Regardless)

  • +10x Repair Cost This is going to kill your gold
  • +9 Water Alchemy Skill's Damage if Water Cannon Rank 5+
  • +18 Water Alchemy Skill's Damage if Water Cannon Rank 1


Synergy – Rank 5 Prefix for Cylinders (Enchant Enabled Rank Regardless) Warning: Personalized

  • +6% Critical Alchemy Mastery Rank 5+
  • +5 Fire Alchemy Damage if Flame Burst Rank 5+
  • +3~7 Fire Alchemy Damage if Water Cannon Rank 1
  • +7~11 Water Alchemy Damage if Flame Burst Rank 9+

Disaster - Rank 4 Prefix for Cylinders (Enchant Enabled Rank Regardless) Warning: Personalized

  • -50 Max Damage if Alchemy Mastery Rank 2-
  • +15% Critical if Wind Blast Rank 1
  • +7x Repair Cost
  • +15~25 Fire Alchemy Damage if Heat Buster Rank 1
  • +30~50 Water Alchemy Damage if Rain Casting Rank 1*
    • Note : That repair cost is the only reason I don't use this enchant myself

Mimic - Rank B Suffix for Gloves

  • +4 While a pet is summoned, Fire Alchemy Damage
  • +4 Water Alchemy Damage

Steam - Rank 8 Prefix for Shields-

  • +6% Critical
  • +6 Water Alchemy Damage if Rain Casting Rank B+
  • +3 Fire Alchemy Damage if Mana Crystallization Rank B+

Moist - Only on the Royal Alchemist Suit-

  • +27 Water Alchemy Damage if using the Royal Alchemist title

Transparent- Rank A prefix for Accessories

  • +9 Water Alchemy Damage

Wave – Rank 5 Suffix for Cylinders(Enchant enabled Rank Regardless) Warning:Personalized

  • +18 Water Alchemy Damage if Alchemy Mastery Rank 5+
  • +15~28 Water Alchemy Damage if Water Cannon Rank 1

Ripple - Rank B Suffix for All-

  • +4 Stamina
  • +4 Water Alchemy Damage if Water Cannon Rank 6+
  • +3 Water Alchemy Damage if Water Cannon Rank D+

Water Drop - Rank A Suffix for All-

  • 2x Repair Cost
  • +5 Water Element Alchemy Damage

Tidal – Rank A Suffix for Accessories-

  • +10 Water Alchemy Damage

Flooded – Only on the Royal Alchemist Boots-

  • +12 Damage to Water Alchemy Damage if using "Royal Alchemist" title

Purgatory - ONLY FOR FOMOR CYLINDERS - R6 Suffix

  • +5~27 Water Alchemy Damage if Water Cannon Rank 1
  • +10 Water Alchemy Damage if Alchemy Mastery Rank 6+
  • +3 Fire Alchemy Damage if Alchemy Mastery Rank 6+
  • Fire Alchemy +1~10 if Flame Burst Rank 1
    • If you use this on a Fomor Tidal Wave Cylinder, it beats special upgrades IF you can get the roll high enough. Even then it's not a bad alternative to the wave enchant, but the huge min~max water range on purgatory doesn't make a "Synergy Purgatory" better than a "Synergy Wave". However Synergy Purgatory is easier to get but you'll be missing out on blue upgrades. Still it's all up to you if you decide to go this path, I wouldn't spend so much of my precious ducats on fomorian weapons after all.

Seething - Rank 5 Prefix for Clothes

  • +20 HP
  • +13 Max Damage if Sand Burst rank 1
  • +5% Critical if Chain Cylinder rank 1
  • 3x Repair Cost
  • +5~7 Fire Alchemy Damage if Flame Burst rank 1
  • +10~15 Water Alchemy Damage if Water Cannon rank 1

Fire Alchemy Enchants

Synergy – Rank 5 Prefix for Cylinders (Enchant Enabled Rank Regardless) Warning: Personalized

  • +6% Critical Alchemy Mastery Rank 5+
  • +5 Fire Alchemy Damage if Flame Burst Rank 5+
  • +3~7 Fire Alchemy Damage if Water Cannon Rank 1
  • +7~11 Water Alchemy Damage if Flame Burst Rank 9+

Disaster - Rank 4 Prefix for Cylinders (Enchant Enabled Rank Regardless) Warning: Personalized

  • -50 Max Damage if Alchemy Mastery Rank 2-
  • +15% Critical if Wind Blast Rank 1
  • +7x Repair Cost
  • +15~25 Fire Alchemy Damage if Heat Buster Rank 1
  • +30~50 Water Alchemy Damage if Rain Casting Rank 1
    • Note : That repair cost is the only reason I don't use this enchant myself


Magma – Rank 9 Suffix for Cylinders

  • +4~6 Fire Alchemy Damage if Heat Buster Rank 3+
  • +4~6 Fire Alchemy Damage if Fire Alchemy Rank 3+

Mimic - Rank B Suffix for Gloves

  • +4 While a pet is Summoned, Fire Alchemy Damage
  • +4 Water Alchemy Damage

Flame – Rank A Suffix for Headgear Warning: Personalized

  • +10~20 MP if Fireball rank D+
  • +4% Critical if Firebolt rank A+
  • +2x Repair Cost
  • +6 Fire Alchemy Damage Increase if Flame Burst rank A+
  • +2~5 Crit if Fire Shield rank B+

Hot – Rank 9 Prefix for Shoes-

  • +8 Fire Alchemy Damage if Flame Burst Rank 9+

Heated – Rank A Prefix for Accessories-

  • +6 Fire Alchemy Damage

Steam - Rank 8 Prefix for Shields-

  • +6% Critical
  • +6 Water Alchemy Damage if Rain Casting Rank B+
  • +3 Fire Alchemy Damage if Mana Crystallization Rank B+

Explosive – Rank B Prefix for Clothes-

  • +12 HP if Heat Buster Rank 8+
  • +6 Fire Alchemy Damage if Alchemy Mastery Rank A+

Seething - Rank 5 Prefix for Clothes- (essentially an explosive upgrade)

  • +20 HP
  • +13 Max Damage if Sand Burst rank 1
  • +5% Critical if Chain Cylinder rank 1
  • 3x Repair Cost
  • +5~7 Fire Alchemy Damage if Flame Burst rank 1
  • +10~15 Water Alchemy Damage if Water Cannon rank 1

Spark – Rank D Prefix for Gloves-

  • +7 Stamina
  • +5 Fire Alchemy Damage if Flame burst Rank C+

Hot – Only on Royal Alchemist Boots

  • +8 Fire Alchemy damage when using the Royal Alchemist title


Purgatory - ONLY FOR FOMOR CYLINDERS - R6 Suffix

  • +5~27 Water Alchemy Damage if Water Cannon Rank 1
  • +10 Water Alchemy Damage if Alchemy Mastery Rank 6+
  • +3 Fire Alchemy Damage if Alchemy Mastery Rank 6+
  • Fire Alchemy +1~10 if Flame Burst Rank 1
    • Just like before, it's not a bad alternative to magma, but that range makes it pretty hard to land a good number. Even then I'd suggest Synergy Magma, over Synergy Purgatory, just because one is easier to land than the other with a decent min~max range.

Other Notable Alchemy Enchants

Burning – Rank A Suffix for Headgear

  • -10 Will if Water Cannon Rank 9+
  • -5% Balance if Water Cannon Rank 9+
  • +4% Critical if Flame Burst Rank B+
  • +2% Critical if Flame Burst Rank 7+

Breeze – Rank A Suffix for All

  • +2x Repair Cost
  • +5 Wind Alchemy Damage
    • Additional Note: This does not boost Shock Damage

Delicate – Rank B Prefix for Headgear

  • +1 % Synthesis Success Rate if Synthesis Rank B+

Melting – Rank 9 Suffix for Headgear

  • +25 Stamina if Mana Shield Rank A+
  • -12 Dex
  • +x5 Repair Cost
  • +3% Synthesis Success Rate if Level 25+

Scholar – Rank 3 Suffix for Clothing(Enchant Enabled Rank Regardless)

  • +5x Repair Cost
  • +2% Crystal-making Success Rate
  • +2% Synthesis Success Rate
  • +2% Fragmentation Success Rate

Scholar – Only on the Royal Alchemist Suit

  • +3% Crystal-making success rate when wearing the Royal Alchemist title
  • +3% Synthesis success rate when wearing the Royal Alchemist title

Division – Rank 8 Prefix for Shoes

  • +5x Repair Cost
  • +2% Fragmentation success rate if Mana Crystallization rank C+
  • +2% crystal-making success rate

Fragment – Rank B Suffix for Gloves

  • +1 % Fragmentation Success Rate if Fragmentation Rank C+

Difficult – Rank 9 Prefix for Shoes

  • +2 % Crystal-making success rate if Alchemy Mastery D+

Ego Cylinders

As of G15S3/S4 Cylinders have their own Spirits! The male and female cylinders vary slightly in growth so mainly it's your own personal preference.

In my own personal opinion, cylinders that are fully upgraded, special upgraded, AND enchanted are far superior to ego cylinders. However depending on your ego and how you use it will determine how useful your ego is.

The spirit weapon awakening for ego cylinders is an AOE(Area of Effect) water cannon. It essentially just fires multiple water cannons at enemies near you.

Cylinder Stats These stats are based on the max ego stats they can currently have and will give you a general idea of how much of a boost you're getting that a particular element or stat.

  • Strength 50 = 78% Fire Alchemy
  • Intelligence 50 = 32% Water Alchemy
  • Dexterity 50 = 8% Wind Alchemy
  • Willpower 50 = +39 dura
  • Luck 50 = 33% Earth Alchemy Mastery

Because of these stats, I find tower cylinders to take advantage of the boosts more efficiently than say a volcano or tidal cylinder. Because tower cylinders already have a high percentage boost, you'll be taking advantage of it more efficiently, and if you hold out your ego tower during shock or hydra then you'll be doing even more damage!

Alchemy Reforges

Alright here we go, the section for only the ones that can really afford reforges like crazy. I do not recommend any beginner alchemist to worry about reforges. I'll only put down the reforges I find the most useful, if you'd like me to list others please post and request it.

Fire Reforges

  • Flame Burst Max/Min Damage - Cylinders - Ranks 3, 2 ,1
  • Flame Burst Duration (Number of hits in seconds) - Headgear - Ranks 2 ,1
  • Flame Burst Stun Duration - Shoes - Ranks 2, 1
  • Flame Burst Attack Range - Gloves - Ranks 2, 1
  • Heat Buster Max/Min damage - Gloves Ranks 3, 2, 1
  • Fire Alchemy Efficiency - Cylinder & Shoes - Ranks 3, 2, 1

Water Alchemy Reforges

  • Water Cannon Max/Min damage - Cylinder - Ranks 3,2,1
  • Water Cannon Attack Range - Gloves - Ranks 3, 2, 1
  • Water Cannon Knockback Distance - Gloves - Ranks 3 , 2, 1
  • Water Alchemy Efficiency - Shoes - Ranks 3,2,1

Other Alchemy Reforges

  • Shock Max Damage - Cylinder - Ranks 3,2,1
  • Shock Range - Gloves - Ranks 3,2,1
  • Shock Stun Duration - Clothes - ranks 3, 2, 1
  • Shock buff duration - headgear - Ranks 3,2,1
  • Frozen Blast Duration - Cylinders - Ranks 3,2,1
  • Frozen Blast Angle - Cylinders - Ranks 3,2,1

Reforges are expensive so finish your enchants first before even delving into reforges.

Fire or Water Alchemist?

Both types of Alchemists are very good in their own way.

  • A Water Alchemist can quickly dispatch enemies faster than Fire alchemists at lower difficulties and they are able to react to new enemies much faster.
  • A Fire Alchemist can dispatch a group of enemies and enemies with a lot of hp.
  • A Water Alchemists lack the ability to fight groups head on, but can stall one or two enemies at the same time.
  • A Fire Alchemist can remove groups of enemies and are heavily position reliant when starting their attack. Fire alchemists can also be interrupted during a flame burst if not properly covered by a party member or shock.

Overall Fire Alchemists can dish out more damage due to their crit rate but lack some flexibility of water alchemists. Water Alchemists can potentially deal as much damage but they waste more Stamina and would need a higher crit rate at higher difficulties.

Personal Experience

During the early days I was playing as an Alchemist I rushed to learn Flame Burst. During the early difficulties of Basic and Int, I was VERY slow at clearing dungeons, but when the boss came I could dispatch the boss very quickly.

I met a few water alchemists and they could kill normal mobs faster than I could at the time, but had a little trouble with the boss. In the end it is your preference for which style of Alchemy you would like to go for at the start.

But I do recommend Water cannon to clear basic and int difficulties since it is that much faster.

While having Flame burst finished during Advanced. But even then in the end you'll be using both types anyway.

  • Update: As of the Enlightenment and Vates update, going as a primary Water Alchemist is incredibly viable as the amount of burst damage you can dish out, vs the Steady Damage of a Fire Alchemist, You could gear for just straight up water damage.

Personal Tips and Build Ideas

How to build your Alchemist

I'll say it right now, there is no true way of building your Alchemist in anyway, except for building smart! Such as going for your basics first like Water cannon and Flame burst. Learn where your AP is needed at because that is the resource every Alchemist must learn how to manage.

Being a Prepared Alchemist

When fighting in shadow missions, dungeons and with other party members, be sure to be Well stocked and prepared for a long while. Make sure you are fully stocked on Stamina Potions and Crystals that you'll need. Sitting during a dungeon or shadow mission shows that you are ill-prepared and a bit noobish. By staying well stocked you can be self sufficient if your party members fail.If you cannot afford any of the second tier cylinders(Volcano,Tidal,ETC) Then use the first tier cylinders with Stiff/Energetic Enchants. This is a pretty decent enchant to keep generally because of the free 10 Crit and +50 Stamina if you're at a young age.

Generally for Volcano Cylinders you would like to have Synergy Magma. While for Tidal Wave Cylinders you would like to have Synergy Wave.

For Fomorian Cylinders yes you can do Synergy Purgatory, but you are taking a huge chance on the roll with Purgatory and you're lacking special upgrades. I suggest not using Synergy on Fomor Cylinders just because you might as well get a normal one. HOWEVER, Fomorian cylinders ARE a good substitute if you just can't find a cylinder or you need one temporarily.

Due to a few Arguments, Max Damage does Increase your Alchemic Damage, HOWEVER It doesn't multiply like the elemental alchemy enchants do.(EX: +10 Fire Alchemy Damage is like x5 when you have a 5 charge flame burst, while +10 max damage is only added to the end result of your damage, not multiplied)


Various Alchemy Tips and Tricks

These are various tips and tricks that may help you as an Alchemist.

  • You can Load Wind Blast and Life drain when you get knocked down, or while you’re getting hit. So that as soon as you get free you can use these skills to counter attack.
  • When using Shock, if you pull out a tower cylinder you can actually boost Shock Damage
    • This now applies to Hydras as well.
  • When using Flame burst, you can stun lock an enemy if you cancel your flame burst exactly after the last hit and attacking the target immediately
  • Summon Golem, Shock, Frozen Blast, Barrier Spikes, and Life drain also count toward activating Heat Buster
  • During the Heat Buster Animation if you get hit, you will be able to fire Heat buster again within the time limit until you are required to use another alchemy skill.
    • This also applies to elemental wave heat buster, so yes you can do multiple triple heat busters if you keep getting hit.
      • And elemental wave life drain
  • You can use shock only on your golems and not someone else’s golem.
  • If yox are struck during Frozen blast your target will be frozen regardless.
  • Because Adv. Magic Crystals do not have an Element, they also do not follow the same rules as normal spells. Such as being able to use Ice Spear on an Ice Type monster.
  • When you use the Ice Spear Crystal, the explosion can go on forever as long as there is another monster or target nearby. Because a normal ice spear degrades in damage after a few explosions, an Alchemy Ice spear does not.
  • You can switch control to your golem in the middle of attacks. If you start up flame burst against a target you can switch to your golem immediately and use a skill then switch back to yourself.
    • Slightly redundant with the introduction of guard cylinders
  • Barrier Spikes can be used to chain the Thunder Spell across dungeon doors.
  • Max Damage Enchants DO affect Alchemy damage, but only at the end of the formula for bonuses. Example: Max damage enchants can definitely boost wind blast and sand burst a lot, but a max charge flame burst and water cannon will only get that extra max damage after all the multiplication.
  • Alchemy is VERY good at stalling and rescuing, use wind blast, shock, rain casting, barrier spikes, and frozen blast in the most logical way.
  • Raising Critical Hit and Production Mastery (for the sheer efficiency of gaining stamina per rank) is a good way to supplement your alchemy.
  • Mana shield is important when you do not have shock yet, since you’ll be an alchemist and won’t have much HP in the first place.
  • When fighting shadow wizards or sirens, or any other mob that can teleport and they glitch up to where you can't attack them. Place an Ice mine at their feet and shoot it to reset them back so you can hit them. Rank 1 Rain casting also works with this as well.
  • The effect of an Ice dragon being summoned gives frozen blast to affected enemies, allowing you to kill these mobs quickly for frozen blast training.
  • Using your golden time and elemental wave is incredible in saving your party and yourself from being killed. A 360 Degree Frozen Blast timed in the Middle of a dungeon room could be what keeps your whole party alive for just a bit longer!

Final Notes

If you have any other questions, feel free to hop onto the mabinogi world irc and ask me or post in the forums where this guide is located

And if you feel like I should include something else into this guide, like more demonstration videos then feel free to let me know

I'll be updating the guide as new things come out for Alchemists. I'll also be including additional information as I come across it or remember to add it into the guide. Support Mabinogi World and the Wiki by helping information stay up to date. The Wiki is an important fountain of information and should be used along side this Guide.